Search found 393 matches

by SirCake
Thu May 11, 2017 12:19 pm
Forum: General Discussion
Topic: [RA] Playtest v1.6b - Still an experimental phase.
Replies: 59
Views: 40164

With radar dome first im mean radar dome instead of warfactory.(pp rax ken ref ref dome airfield) Starting without barracks is cheese :P
by SirCake
Thu May 11, 2017 11:14 am
Forum: General Discussion
Topic: no speakers = no openra?
Replies: 12
Views: 8965

Wow, you are running into like every issue there is with OpenRA try the fix i propose in this post, that has to do with DPI. Maybe your PC is running XP or something, where DPI rescaling wasn't even known...^^ Idk if this fixes it.. But you might as well try.. http://www.sleipnirstuff.com/forum/view...
by SirCake
Thu May 11, 2017 10:33 am
Forum: General Discussion
Topic: Let's talk about RA's Navy
Replies: 74
Views: 65045

You might also want to change the default stance of the attack sub to "attack anything" (currently "hold fire"). To me it allways appeared weird that the pro setting is the default, and the noob setting isn't. Most of the time I cycle through stances, to prevent my subs idling while beeing detroyed ...
by SirCake
Thu May 11, 2017 9:55 am
Forum: General Discussion
Topic: [RA] Playtest v1.6b - Still an experimental phase.
Replies: 59
Views: 40164

Oh.. and Radar Dome need a cost decrease. I mean, the tech center only costs 1500, the Dome 1800. Why is it SO expensive? It takes FOREVER to make! It should cost between 1200-1500 realy. It just doesn't make any sense. (And prevents me from going radar dome first in competitive! Grr! I want it viab...
by SirCake
Thu May 11, 2017 9:44 am
Forum: General Discussion
Topic: [RA] Playtest v1.6b - Still an experimental phase.
Replies: 59
Views: 40164

1) Why not make a general rule out of Warfactory/barracks production bonuses? Like, if you invested 6k into production, your production rate doubles and caps out. For warfactoy(3), barracks(12), navyard(6), airfield(12), helipad(12), even Kennels(60) ;P 2) Its allways good if more things are "viable...
by SirCake
Thu May 11, 2017 9:18 am
Forum: General Discussion
Topic: Adding upgrade mechanics to RA
Replies: 8
Views: 5731

Well, that thing with the turreted is an exception to the general rule, right? (Which is Condition or Prerequisites) And it does only further limit the options you have to do upgrades. Sure, anyone can learn C#, but noone can include custom C# in any map without the devs consent, waaaay in the futur...
by SirCake
Wed May 10, 2017 8:26 pm
Forum: General Discussion
Topic: Adding upgrade mechanics to RA
Replies: 8
Views: 5731

It's not so easy as you think. The engine has to support the upgrade (whatever it does). Generally you can do it with any " Trait " that has the RequiresCondition Trait. Meaning, before the condition is fullfilled the upg is deactivated, then it is activated. Also RequiresPrerequisite is similar, bu...
by SirCake
Mon May 08, 2017 1:35 pm
Forum: General Discussion
Topic: Let's talk about RA's Navy
Replies: 74
Views: 65045

@Murto: thats not how subs work :D They are SUBMERGED unless they HAVE to surface. thats the whole point ;)
by SirCake
Mon May 08, 2017 1:17 pm
Forum: General Discussion
Topic: Let's talk about RA's Navy
Replies: 74
Views: 65045

Played some more games, all more or less ending the same way.. With a transport rush ^^ Landings are the way-to-go here. Ignore navy at start (or invest weakly) advance on ground and challenge the opponent, then load all troops into transports and backstab with a giant hammer :lol: http://i.imgur.co...
by SirCake
Mon May 08, 2017 8:40 am
Forum: General Discussion
Topic: Let's talk about RA's Navy
Replies: 74
Views: 65045

@blackened: ok to everything you said. looking forward to sub transports :) The C) or "double shot issue" is about something different: If you attack a ground target with the destroyer stinger and then retarget (for example by pressing "S") onto an air target, the destroyer instantly shoots again. N...
by SirCake
Sun May 07, 2017 8:30 pm
Forum: General Discussion
Topic: Let's talk about RA's Navy
Replies: 74
Views: 65045

@blackened 1) I take back my proposal - a MG gunboat would shut down early capture play too hard, i think - especialy on maps like bomb. islands. Grenade damage seems more reasonable. @blackened 3) flame thrower? hijacker? i think you underestimate such infantry from unexpected angles. @blackened 5)...
by SirCake
Sun May 07, 2017 8:23 pm
Forum: General Discussion
Topic: Let's talk about RA's Navy
Replies: 74
Views: 65045

Hi again, I gathered some feedback 4 Games on Bombardment island (because it is popular and has low eco->balance issues show easily) First, oppinion of other people: g1 - no feedback g2 - "did you nerf subs?"," was there any change?" (obviously supernoobs) g3 - not much feedback g4 - "subs cant kill...
by SirCake
Sun May 07, 2017 4:15 pm
Forum: General Discussion
Topic: Let's talk about RA's Navy
Replies: 74
Views: 65045

WhoCares wrote:
Subs not having to uncloak to shoot
The subs, permasubmerged, could also be forced to surface on damage (e.g. if a depth charge explodes near by). preventing the allies from beeing unable to destroy any sub that moves submerged.
by SirCake
Sun May 07, 2017 4:06 pm
Forum: General Discussion
Topic: Let's talk about RA's Navy
Replies: 74
Views: 65045

Hey, I had some thoughts on navy as well and i guess its the right time to churn them out. My ideas are more focused on making the units interesting to build, less balance. 1) give patrol boat an MG weapon instead of cannon. This gives them a role later in the game, clearing shores from enemy infant...
by SirCake
Fri Apr 28, 2017 4:34 pm
Forum: General Discussion
Topic: Your most stupid move in ORA
Replies: 15
Views: 15678

@NNM Thats pretty funny :DxD